uniform extern float4x4 WVPMatrix;
uniform extern texture SpriteTexture;
struct PS_INPUT
{
	float2 TexCoord : TEXCOORD0;
};

sampler Sampler = sampler_state
{
	Texture = <SpriteTexture>;
};

float4 VertexShader(float4 pos : POSITION) : POSITION0
{
	return mul (pos, WVPMatrix);
}

float4 PixelShader (PS_INPUT input) : COLOR0
{
	float2 texCoord;
	texCoord = input.TexCoord.xy;
	return tex2D(Sampler, texCoord);
}

technique PointSpriteTechnique
{
	pass P0
	{
		vertexShader = compile vs_2_0 VertexShader();
		pixelShader = compile ps_2_0 PixelShader();
	}
}
		